Rising Tide's Spy is caught and devoured by the Viscothian Empire's scaled daemon hounds, as are Tu'laku's. However Vordana's spies manage to discover a bit of map info from them as well as the fact that they are fighting a country of 6 limbed xenomorphs who wield orange orbs of destruction that they use for both play and warfare. Their war cry is reportedly "Come on and Slam and welcome to the Jam!" The Fires around the Colony die down by about 20%. Combat against the Dwarves goes well that your forces push into Viscothian Forces. The Viscothians attack the Rising Tide after butchering the Dwarves and their slaves. Tu'laku Doctors have discovered vaccines and have begun travelling selling them. Currently only middle class and above can afford them. A small anti- Tu'laku movement is starting to form among the poor.standing army 2 100%standing army 3 95%standing army 4 100%standing army 5 60%standing army 6 55%standing army 7 100%standing army 8 100%Calvary 1 80%Calvary 2 65%

Kori'ana pushes back the darkness greatly(forgot to show on map). The Mainland and island Colony are both stable. Kori'ana's sciences are above everything Windsync has. Monsters Inc. is looking to buy Kori'ana's Magical knowledge. Warunia seems to have several secret martial techniques but as of now they aren't willing to trade. The majority of houses in Ohmin start to openly protest Kori'ana's growing influence. scouts discover nothing of note. Through trade hearsay a group of blackmarket archaeologist all went on a violent murderspree attacking caravans between Hypothia and Swanson.

Swanson is visited by explorers from the Silverbolt Republic, a nation of mostly rural elves who rely mostly on herding vast quantities of cattle. Their culture and government have a very strong sense of justice and law. Swanson's standing army is about to reach UToS where both they and the technocracy of Marthun are getting their butts whooped. Belonthel launches a very effective counter attack due to the orgres being confused as 3 nations try and advise them. Through trade hearsay a group of blackmarket archaeologist all went on a violent murderspree attacking caravans between Hypothia and Swanson. The theocratic revolution dies down.

Aurelia settlers arrive on safe land and discover a large tomb in land with strange markings on it. The Oligarchical supermonks are overthrown by a violent pro-capitalist rebellion. North eastern scouts find nothing of note in the blizzards. Ice is seen drifting from the western Storm of Sorrow(Sha storm).

Hypothian scouts to the south discover nothing of note. A group of blackmarket archaeologist all went on a violent murderspree attacking caravans between Hypothia and Swanson. The Silverbolt Republic, a nation of mostly rural elves who rely mostly on herding vast quantities of cattle, is found in between Hypothia and Swanson. Their culture and government have a very strong sense of justice and law. Warunia declares open war on Belonthel.

Shinkō steel: created by the kami and put into a land of hardship. it is considered a pure substance, as it never breaks with out the kami's anger, never melts despite being surrounded by fire, and is said to reflect a man's soul in it's reflection. the journey to craft a blade is truly arduous. first one must find a piece large enough and it is the Steel seekers who perform this task. the steel seekers journey into the flaming hell scape that was crated in the metal's decent to find a piece that is sutible for a blade. then one must travel to the Dragons for it is said that only divine beings may cut the steel. but the dragons only act when the world is in imbalance or one of a true soul approaches them. but one's journey is not over. one must then travel to one of the 7 imperial sword smiths to craft and bind the sword the a Rai. and this can only be achieved by direct order of the emperor. because of this it is no wonder that there is said to be only 100 of these swords in the whole empire. gifted to only the most distinguished and honorable Rai, they are a treasure that will bring honor to entire families.

Spies:Spy 1:dead (again)Spy 2: (freedom!!!) see if there are any survivors in ninja high schoolMisc:-i would like to invite the Verdona and Tu'laku to study the crashed ship on the condition that they share what they find about it-Make things difficult for Sean by being secret about my research *slowclap* (enjoying the power to edit?)-remind the Eta (poor) of their place in the celestial order

Centuries past, the Black Company were slaughtered to a man, buried under the snow in a cold place where the northern winds never falter, fighting for a king who's name they've long forgotten. Arcadian Raab was the Falcon Prince, the infamous leader of these mercenaries, a man whose lust for gold and power took him and his band of sellswords far - but no further than the icy fields of Sanith in the North. For centuries their bodies lay preserved and silent, inaccessible to rot and crow, forgotten to history. But no more. The Falcon Prince and his endless army of mercenaries rise to a new world, enlightened by knowledge of what lies beyond death, their purpose in undeath very much as it was in their old life: plunder and power. But this time, Arcadian has new purpose burning in his rotten heart, new knowledge eating away at his faded conscience. “For I have seen beyond this petty realm,” the Falcon Prince intones, “and I can say for fact that I know better than you.”

Sanith will be in Territory 2, color is Black

Boons:

Endless Dead (Replenish their numbers with the corpses of the fallen, soldiers are hard to kill)

Cadre of Elites (The Black Company were veteran soldiers skilled in many things from open warfare to subterfuge, stealth, and special operations. Their competency has not faded in death.)

Necronomicon (The Black Company have a long history with the use of dark magics, and Arcadian is able to wield sorcerous energies to great effect)

Banes:

Lust for Gold (Just because they're dead doesn't mean they can't enjoy the finer things. Expenses for the Black Company run higher than for most sellswords.)

Lacking Class (The Black Company weren't pretty to look at or nice to talk to even before their deaths. Diplomacy might be difficult.)

Stuck in Their Ways (Give a cavalry man a horse, a foot soldier a sword and shield, and an archer a bow. Warfare technology doesn't change much for these rotten mercs.)

Continue relations with Ohmin.Your people fight and quarrel endlessly amongst their own. The people of Kori'ana strive for more, top be better constantly. Our great countries growth has reflected this desire for improvement. We have tried to be of more help than anything else to your chaotic people. If you wish us gone it will be so, however know that we have offered our help so far. It will not be offered again.

I will not sell my magic tech, however I am willing to trade/ sell almost everything else.

Rising Tide's spies are caught by Viscothian flesh hounds again! The Dwarven kingdom of Khaz'regal is no more. A bloody struggle over the capital ends with Rising Tide forces pushed back after taking heavy casualties to the Viscothian's Daemons. Tu'laku's forces flank the side and thanks to their greatest Poison Wind mage Val'mutol the False Breath, they cause a great number of casualties to the viscothians. Vordana's fleets head south and begin bombarding coastal cities of the Viscothian Empire. Vordana has also discover the Kingdom of Ohm, a fracture kingdom struck by a meteor, through them they also learn of Korri'ana, Celdron, Windsync, and the Cyberhorde. Vordana and Tu'laku agree to the terms regarding the space ship. Monks from another country are seen entering the tomb to the east, they soon exit with great haste, upon meeting them they come from Aurelia. Aurelia's culture seems fairly similar to the Rising Tide's. The Eta's spit upon the celestial order and revolt in the southwestern provinces rioting and killing the Emperor's nephew, 8th in line to the throne, along with Tu'laku doctors, and Vordana merchants. Tu'laku's Pharoh demands Blood for blood, while Vordana is discouraging merchants to travel to Rising Tide until the rebellion is put down. standing army 2 80%standing army 3 100%standing army 4 65%standing army 5 40%standing army 6 65%standing army 7 75%standing army 8 65%Calvary 1 80%Calvary 2 50%

Aurelia's scouts to the east find nothing but cold slowing them down in the freezing winds, several members collapse due to the freezing temperatures. Restabilizing under new rule the monks offer to sell their advance meditation techniques and medical knowledge for a hefty price. The new settlement is built while the monks explore the strange tomb. Inside they find floating stairs in walkways filled strange wraith-like constructs of pure arcane magic, with the largest of them having an orb of pure white embedded in its chest. They monks in their wisdom leave. Upon leaving they come in contact with scouts from the rising tide who's culture is similar to Aurelia's, even if its a bit less refined. A refugee ship from Orvenoth arrives on the shores of the Ursine. Several members are filled with such despair color has fled from their form.

Korri'ana puts down the last of the heartless(for now). Scouts have an uneventful turn but through other nations they learn of several nations to the far southeast, and Vordana and their allies(Rising Tide and Tu'laku). Vordana is a race of strange horned sea-lizardmen in odd grab(Victorian style) with stranger supernatural pets and superior ships to all nation Korri'ana knows off. Tu'laku supposedly has the greatest chemists and doctors. Hrossia to the far south is said to have a superior breed of warhorse. Since the removal of the Infernal orb from the Tomb the Hellscape to the south has slowed its spread to less than a crawl being stopped by barriers of salt. Vordana is offering Wind magic for Water magic.

Hypothia's scouts discover Vahalloth and mange to open trade relations with the savage barbarians led by the Immortal Ranger. They seem to have a religion around going fast and dying in combat. They are at war with Skree'kanar a race of quetzalcoatlus-men with stone age tech but a psychotic lust for violence. Frostmar is a clan of ice dwarves isolationists and rivals of the Voidmar, a clan of dwarf-seers. Hrossia to the far south is said to have a superior breed of warhorse. And their is a rumor of a race of electric eelmen living in one of the frozen lakes.

Explorers:explorer 1:clear all the grey to the north of my countryexplorer 2: clear the grey to the west of the fighting (be careful)explorer 3: clear the grey to the east of the fighting (be careful)

Spies:Spy 2: dead (again again) sad face

Misc:-blood will be given to tulaku after we take our fill (once the army gets there kill all the rebels and anyone related to them) if they wish for them not bring the greatest of dishonor upon their families then they are allowed to serve in a unit that will die in the war. other wise we have no use for families with such dishonor in their blood.-distribute newly acquired medicine to the eta (poor) and Bonge (middle class) as a gift from the emperor for our resent victory over the slaver dwarfs-trade conjure weapons/armour, fell, and arcane magic to verdana for.... their advanced ships, navigation, the assistance in constructing the factories, and the sharing of any advancement in the field of magic (it will go two ways, exception of magic related techniques) -free all the slaves in kaz'regal, send them to the main land-evacuate people in kaz'regal away from the front explin that it is important that they do not die to the viscolthy. they are under our protection now. -send diplomats to the new lands.

Aurelia diplomacy:-we will give them the area shown-offer to trade wind magic for water magic to Aurelia-share map info with them-investigate their culture as it seems incredibly similar to ours

i have ment a new ally. and they are willing to send their force of 10 armies and 3 battle fleets, to assist us if they gain the land claim as bellow. we have alread agreed to give our half we requre you to give yours if we are to gain this ally. i belive them to be a great asset not just now but in the future also.